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Obi: Burst backend
#1
Hi there!

I've written a blog post detailing one of the most profound changes in the future of Obi: backends.
http://blog.virtualmethodstudio.com/2020...nds-burst/

This is something that I've hinted at in the past, but there's now some tangible results that I wanted to share. In the post I also try to answer some of the questions that might arise regarding the new Burst backend.

let me know what you think!
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#2
Can't wait for it!
Sonrisa
Obi Rope ( and of course other simulations ) finally hitting consoles!

Awesome job you're doing there!!!
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#3
(16-01-2020, 04:13 PM)josemendez Wrote: Hi there!

I've written a blog post detailing one of the most profound changes in the future of Obi: backends.
http://blog.virtualmethodstudio.com/2020...nds-burst/

This is something that I've hinted at in the past, but there's now some tangible results that I wanted to share. In the post I also try to answer some of the questions that might arise regarding the new Burst backend.

let me know what you think!

Hey I'm really interested in your software and I'm curious, when you've finished porting to Burst / DOTS is it going to be compatible with the Unity Physics system built with DOTS? https://docs.unity3d.com/Packages/com.un...index.html

For example, if I have some rigid bodies falling down a staircase being simulated with the DOTS version of Unity Physics can those rigid bodies also interact with Obi fluids / cloth / soft bodies ?

Also are you planning on adding any gas / smoke simulations eventually or is the plan to do this with Orbi Fluid and Shuriken particle advection ?
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#4
(30-05-2020, 02:42 AM)sterlingcrispin Wrote: Hey I'm really interested in your software and I'm curious, when you've finished porting to Burst / DOTS is it going to be compatible with the Unity Physics system built with DOTS? https://docs.unity3d.com/Packages/com.un...index.html

Not at first. However, it is on our roadmap. Supporting Unity Physics should be easy enough, all we need to do is get/set rigidbody angular/linear velocities.

(30-05-2020, 02:42 AM)sterlingcrispin Wrote: Also are you planning on adding any gas / smoke simulations eventually or is the plan to do this with Orbi Fluid and Shuriken particle advection ?

Gas simulation is already possible with Obi, we have all ingredients there: buoyancy, athmospheric pressure/drag, vorticity, and advection. This is the same method used by Nvidia Flex, however it is far from being practical for general use in games. Eulerian (grid-based) methods, coupled with GPU volume rendering perform and look much better.

We want to explore vortex-particle (vorton) methods in the future, as they seem very promising for simulating gases in the CPU.
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#5
Sonrisa 
Gran sonrisa  wow!!!!

This is amazing work. I just tested the Obi 5.5 products (I have all of them) and I am pleasantly surprised at how great the performance is.
Great, great work! With the source available, I can integrate my own tools in a non-destructive manner.  

I love it! Proud Customer and your biggest Fan. Hope to show you what I do can with these products soon. Sonrisa

Congrats on a job well done.


P.S. It may be a good idea to add the setup notes for Burst Backend (from the user manual) on the Unity Asset Store page.
When I first installed it, I thought Burst Backend was broken. 
Disable safety checks, the jobs debugger and job leak detection is a must! It breaks with those enabled.
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